NETHERWORLD JULY DEVBLOG 2023
Hey guys!
How are you? Since our last update we’ve been quite low-profile on Twitter and other social media because we’re reaching game content we don’t wanna spoil. However, our quarterly updates are SACRED, so we’ll tell & show you everything we can. LET’S GO!
1) Scenarios
1.1) The too-religiously-invested organic cyberpunk capital
We’ve spent nearly 2 months crafting Pinksburg, one of the biggest scenarios of the game.
We prefer waiting a bit more to show you Medoo getting lost in it, but most of its weird buildings are ready, so... Check out some of its designs!
Some Pinksburg buildings without neon signs. Quite huge!
We have lots of NPCs too, especially the first designs of The Mofia*: an organization that rules the city in the shadows. What are they up to?
*Any resemblance to other criminal organizations called “Mafia” is pure coincidence.
They're mabs, not mobs!
We’re currently working on some interior scenarios like a bar, an office, a two-level club, a hotel suite, Pinksburg Church (a new scenario inside the scenario) and more!
Once we finish the interiors and implement the upper level elevators, we’ll add all the crazy neon signs and light effects everywhere.
Alpha light test for an elevator!
1.2) Back to Gas City
Gazhova exterior surface is finished, but there’s still some interiors to finish. We also improved Sewers’ underground level parallax, adding depth and some metal bridges so you can cross toxic acid rivers without harm.
Smelly jelly > Skelly jelly
What's next for Gazhova? Implementing the elevator system that connects Surface and Sewers levels (after Pinksburg).
2) Bosses
Thanks to Xavi, there’s only one last big boss to make… Yes, you guessed well: The Final Boss!!
After several weeks of design meetings to ensure the most epic and complete fight of the game, we’re glad to announce that Boss #12 started production on May! Any guesses?
3) Buggie Dance
We found some time to improve our demo for future physical events too (don’t ask how, we don’t even know). Can’t confirm any yet but our intention is to be in 2 events this year!
Preparing this new demo allowed us to fix some unexpected critical bugs like:
- Some Tick Joe’s enemies trapped in walls.
This bug only appeared to Albert in almost every run. However, every time he wanted to film it with the screen recorder, it disappeared. He finally recorded it with the phone to prove he wasn't crazy.
- Weird object breakability physics in Boss #4 (“Protect the milky creature”).
- Phase 2 transition errors in Boss #9 (“Blue Fire Armor").
4) Script
Keeping a low profile in social media (and answering mails a bit later, sorry!) has allowed us to focus on writing at full throttle. The first version of the script is at 95% now, and our goal is to complete i nthe following days!
This way we’ll have all the summer to rewrite, cut filler and polish to achieve the *cheff kiss* level (or trying it at least).
5) Music
Meanwhile, Rogue Sonics have been on fire composing and producing a couple boss themes (#7 & #9) and the drinking minigame track since January. They recently started with Boss 9 SFX and Pinskburg main theme too. Still on the works, but can’t wait to listen to it!
6) Pitches, Pitches, Pitches, Pitches-Pitches
We haven’t stopped sending pitches to publishers we think NetherWorld could fit in their catalog, but for now we haven’t been lucky. However, we truly believe in our project and we’ll fight until last minute to find a partner that can make NetherWorld launch easier and reach as many people as possible.
Do you know any publisher that would be interested in NetherWorld? We're all ears!
If not, you can do something too:
Add NetherWorld to your Wishlist and be a part of this crazy journey too!
Aaaaand that's it for now! How was it?
If you have any questions or insults, please comment below or send us a mail to info@netherworldgame.com.
Thanks so much for your support and see you in the next devblog! :)
NetherWorld team
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